Is the sprite just being physically pushed away or do you mean it should pathfind to a position specifically in a direction away from the player?
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codyto1999
I tried that and get an output of -1
that's probably because the x/y coordinates you used were over a tile that is empty/erased
TileAt(PositionToTileX(x), PositionToTileY(y))
where x and y are layout coordinates
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Im not exactly sure whats going on, but attaching the capx would make it easier for someone to find out what is causing the issue in your project.
There is currently no way for you to exclude layers, but you can still set layer effects for each of them individually.
Im not sure if this is exactly what you're looking for but it may help.
(Instead of -100 and 100, use the size of the bounds that you want to keep the cursor in)
Maybe you could try and check when they collide?
Like this?:
Set the platform vector x to 0
Ok so, first make a new sprite, this will be the "camera". Then place it in the layout, and make its opacity very low. Then make events like this:
You can adjust the speed by changing the 3rd value in the lerp.
Are you saving the game before you restart?
Member since 16 Jun, 2018